コード例 #1
0
    /// <summary>
    /// 1つ前または次のページに変える
    /// </summary>
    /// <param name="nextPage">次のページか前のページか</param>
    public void ChangePage(SELECTMODE nextPageName)
    {
        //今のページを再度開こうとしたら
        if (nextPageName == mode)
        {
            return;
        }

        //1ページより多くめくろうとしていたら1ページに変える
        if (nextPageName < mode)
        {
            Flickpage = false;
        }
        if (nextPageName > mode)
        {
            Flickpage = true;
        }


        //最小又は最大のページより先に行かないようにする
        if (nextPageName == SELECTMODE.TITLE - 1)
        {
            return;
        }
        if (nextPageName == SELECTMODE.MAX + 1)
        {
            return;
        }
        //コントローラーの操作をロック
        ControllerLock = true;

        //次のページを保存
        Nextmode = nextPageName;
    }
コード例 #2
0
    // Update is called once per frame
    void Update()
    {
        switch (mode)
        {
        case SELECTMODE.TITLE:
            if (ControllerLock == true)
            {
                if (Title_Gizmo.GetComponent <Gizmo>().Flickpage(Flickpage) == false)
                {
                    ControllerLock = false;

                    mode = Nextmode;
                }
            }
            break;

        case SELECTMODE.PLAYERNUM:
            if (ControllerLock == true)
            {
                if (Playernam_Gizmo.GetComponent <Gizmo>().Flickpage(Flickpage) == false)
                {
                    ControllerLock = false;

                    playersface = new Sprite[playerNum];

                    mode = Nextmode;
                }
            }

            break;

        case SELECTMODE.STAGESELECT:
            if (ControllerLock == true)
            {
                if (Stageselect_Gizmo.GetComponent <Gizmo>().Flickpage(Flickpage) == false)
                {
                    ControllerLock = false;

                    mode = Nextmode;
                }
            }


            break;

        case SELECTMODE.CHARACTERSELECT:

            //初期化処理
            if (Initializeface == false)
            {
                GameObject cursors = null;

                //カーソルの集まりを取得
                foreach (Transform Child in Characterselect_Gizmo.transform)
                {
                    if (Child.transform.name == "Cursors")
                    {
                        cursors = Child.gameObject;
                    }
                }

                //プレイヤー人数分カーソルを表示する
                for (int i = 0; i < playerNum; i++)
                {
                    cursors.transform.GetChild(i).gameObject.SetActive(true);
                }
            }

            for (int i = 0; i < playersface.Length; i++)
            {
                if (playersface[i] == null)
                {
                    return;
                }
            }

            mode = SELECTMODE.CHANGESCENE;

            break;

        case SELECTMODE.CHANGESCENE:

            CreatePlayer_data();

            playdata = new PlayData(Stage_name, playerdata);

            //シーン切替
            SceneManagerController.ChangeScene();

            mode = SELECTMODE.MAX;

            break;

        case SELECTMODE.MAX:

            break;
        }
    }
コード例 #3
0
    // Update is called once per frame
    void Update()
    {
        if (SceneLoader.IsFade)
        {
            return;
        }

        if (Key.A.Down)
        {
            ToneSE(next);
            switch (mode)
            {//^^
            case SELECTMODE.GameMode:
                ToneSE(next);
                SceneLoader.Load("GO_Scene");
                break;

            case SELECTMODE.Tutorial:
                ToneSE(next);
                SceneLoader.Load("TutorialScene");
                break;

            case SELECTMODE.MakeAvator:
                ToneSE(next);
                SceneLoader.Load("MakeAvatorScene");
                break;

            case SELECTMODE.Option:
                ToneSE(next);
                SceneLoader.Load("OptionScene");
                break;

            case SELECTMODE.BackTitle:
                ToneSE(back);
                SceneLoader.Load("TitleScene");
                break;
            }
        }
        if (Key.B.Down)
        {
            mode = SELECTMODE.BackTitle;
            ToneSE(back);
        }

        //移動
        //Get Input Data --------------------
        Vector2 d = Key.JoyStickL.Get / GamePad_JS.sensivirity;

        if (GamePad_JS.InvertX)
        {
            d.x *= -1;
        }
        if (GamePad_JS.InvertY)
        {
            d.y *= -1;
        }
        Debug.Log(d);
        string xx  = d.x > border ? "R" : (d.x < -border ? "L" : "N");
        float  tx  = Mathf.Abs(d.x);
        string xy  = d.y > border ? "T" : (d.y < -border ? "B" : "N");
        float  ty  = Mathf.Abs(d.y);
        string ccc = tx > ty ? xx : xy;
        var    dl  = mode;

        // Debug.Log(xx + ":" + xy + ":" + ccc);
        if (idol)
        {
            idol         = false;
            flagTrueTime = 0;

            switch (mode)
            {
            case SELECTMODE.GameMode:
                switch (ccc)
                {
                case "T": mode = xx == "R" ? SELECTMODE.Option : SELECTMODE.Tutorial; break;

                case "B": mode = xx == "R" ? SELECTMODE.BackTitle : SELECTMODE.MakeAvator; break;

                case "L": mode = xy == "T" ? SELECTMODE.Tutorial : SELECTMODE.MakeAvator; break;

                case "R": mode = xy == "T" ? SELECTMODE.Option : SELECTMODE.BackTitle; break;

                default: break;
                }
                break;

            case SELECTMODE.Tutorial:
                switch (ccc)
                {
                case "B": mode = SELECTMODE.MakeAvator; break;

                case "R": mode = SELECTMODE.GameMode; break;

                default: break;
                }
                break;

            case SELECTMODE.MakeAvator:
                switch (ccc)
                {
                case "T": mode = SELECTMODE.Tutorial; break;

                case "R": mode = SELECTMODE.GameMode; break;

                default: break;
                }
                break;

            case SELECTMODE.Option:
                switch (ccc)
                {
                case "B": mode = SELECTMODE.BackTitle; break;

                case "L": mode = SELECTMODE.GameMode; break;

                default: break;
                }
                break;

            case SELECTMODE.BackTitle:
                switch (ccc)
                {
                case "T": mode = SELECTMODE.Option; break;

                case "L": mode = SELECTMODE.GameMode; break;

                default: break;
                }
                break;

            default:
                break;
            }
        }
        else
        {
            flagTrueTime += Time.deltaTime;
            if (flagTrueTime >= MoveTimeInterval)
            {
                flagTrueTime = 0;
                idol         = true;
            }
            else
            {
                idol = Mathf.Abs(d.x) < border && Mathf.Abs(d.y) < border;
            }
        }

        if (mode != dl)
        {
            flag = false;
            ToneSE(select);
        }


        if (!idol)
        {
        }


        cnt  += Time.deltaTime * alphaSpeed;
        cnt2 += Time.deltaTime * ColorSpeed;
        SC_H  = (Mathf.Sin(cnt2) + 1) / 2;
        SC_S  = ColorLevel;
        SC_V  = (Mathf.Sin(cnt) * (1 - WhiteLevel) + WhiteLevel + 1) / 2;
        var sc = Color.HSVToRGB(SC_H, SC_S, SC_V);
        var nc = new Color(0.4f, 0.4f, 0.4f, 1);

        Button_GameMode.color   = mode == SELECTMODE.GameMode ? sc : nc;
        Button_Tutorial.color   = mode == SELECTMODE.Tutorial ? sc : nc;
        Button_Option.color     = mode == SELECTMODE.Option ? sc : nc;
        Button_MakeAvator.color = mode == SELECTMODE.MakeAvator ? sc : nc;
        Button_BackTitle.color  = mode == SELECTMODE.BackTitle ? sc : nc;

        switch (mode)
        {
        case SELECTMODE.GameMode: DiscriptionTextArea.texture = Text_GameMode; break;

        case SELECTMODE.Tutorial: DiscriptionTextArea.texture = Text_Tutorial; break;

        case SELECTMODE.Option: DiscriptionTextArea.texture = Text_Option; break;

        case SELECTMODE.MakeAvator: DiscriptionTextArea.texture = Text_MakeAvator; break;

        case SELECTMODE.BackTitle: DiscriptionTextArea.texture = Text_BackTitle; break;
        }
    }
コード例 #4
0
 void Start()
 {
     mode = SELECTMODE.GameMode;
 }